/* * This file is part of Baritone. * * Baritone is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Baritone is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Baritone. If not, see . */ package baritone.pathing.movement.movements; import baritone.api.IBaritone; import baritone.api.pathing.movement.MovementStatus; import baritone.api.utils.BetterBlockPos; import baritone.api.utils.RayTraceUtils; import baritone.api.utils.Rotation; import baritone.api.utils.RotationUtils; import baritone.api.utils.input.Input; import baritone.pathing.movement.CalculationContext; import baritone.pathing.movement.Movement; import baritone.pathing.movement.MovementHelper; import baritone.pathing.movement.MovementState; import baritone.utils.BlockStateInterface; import baritone.utils.pathing.MutableMoveResult; import net.minecraft.block.Block; import net.minecraft.block.BlockStairs; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.RayTraceResult; import net.minecraft.util.math.Vec3d; public class MovementParkour extends Movement { private static final BetterBlockPos[] EMPTY = new BetterBlockPos[]{}; private final EnumFacing direction; private final int dist; private MovementParkour(IBaritone baritone, BetterBlockPos src, int dist, EnumFacing dir) { super(baritone, src, src.offset(dir, dist), EMPTY, src.offset(dir, dist).down()); this.direction = dir; this.dist = dist; } public static MovementParkour cost(CalculationContext context, BetterBlockPos src, EnumFacing direction) { MutableMoveResult res = new MutableMoveResult(); cost(context, src.x, src.y, src.z, direction, res); int dist = Math.abs(res.x - src.x) + Math.abs(res.z - src.z); return new MovementParkour(context.getBaritone(), src, dist, direction); } public static void cost(CalculationContext context, int x, int y, int z, EnumFacing dir, MutableMoveResult res) { if (!context.allowParkour) { return; } if (y == 256 && !context.allowJumpAt256) { return; } int xDiff = dir.getXOffset(); int zDiff = dir.getZOffset(); if (!MovementHelper.fullyPassable(context, x + xDiff, y, z + zDiff)) { // most common case at the top -- the adjacent block isn't air return; } IBlockState adj = context.get(x + xDiff, y - 1, z + zDiff); if (MovementHelper.canWalkOn(context.bsi, x + xDiff, y - 1, z + zDiff, adj)) { // don't parkour if we could just traverse (for now) // second most common case -- we could just traverse not parkour return; } if (MovementHelper.avoidWalkingInto(adj.getBlock()) && adj.getBlock() != Blocks.WATER && adj.getBlock() != Blocks.FLOWING_WATER) { // magma sucks return; } if (!MovementHelper.fullyPassable(context, x + xDiff, y + 1, z + zDiff)) { return; } if (!MovementHelper.fullyPassable(context, x + xDiff, y + 2, z + zDiff)) { return; } if (!MovementHelper.fullyPassable(context, x, y + 2, z)) { return; } IBlockState standingOn = context.get(x, y - 1, z); if (standingOn.getBlock() == Blocks.VINE || standingOn.getBlock() == Blocks.LADDER || standingOn.getBlock() instanceof BlockStairs || MovementHelper.isBottomSlab(standingOn)) { return; } int maxJump; if (standingOn.getBlock() == Blocks.SOUL_SAND) { maxJump = 2; // 1 block gap } else { if (context.canSprint) { maxJump = 4; } else { maxJump = 3; } } for (int i = 2; i <= maxJump; i++) { // TODO perhaps dest.up(3) doesn't need to be fullyPassable, just canWalkThrough, possibly? for (int y2 = 0; y2 < 4; y2++) { if (!MovementHelper.fullyPassable(context, x + xDiff * i, y + y2, z + zDiff * i)) { return; } } if (MovementHelper.canWalkOn(context.bsi, x + xDiff * i, y - 1, z + zDiff * i)) { res.x = x + xDiff * i; res.y = y; res.z = z + zDiff * i; res.cost = costFromJumpDistance(i) + context.jumpPenalty; return; } } if (maxJump != 4) { return; } if (!context.allowParkourPlace) { return; } int destX = x + 4 * xDiff; int destZ = z + 4 * zDiff; if (!context.canPlaceThrowawayAt(destX, y - 1, destZ)) { return; } IBlockState toReplace = context.get(destX, y - 1, destZ); if (!MovementHelper.isReplacable(destX, y - 1, destZ, toReplace, context.bsi)) { return; } for (int i = 0; i < 5; i++) { int againstX = destX + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getXOffset(); int againstY = y - 1 + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getYOffset(); int againstZ = destZ + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getZOffset(); if (againstX == x + xDiff * 3 && againstZ == z + zDiff * 3) { // we can't turn around that fast continue; } if (MovementHelper.canPlaceAgainst(context.bsi, againstX, againstY, againstZ)) { res.x = destX; res.y = y; res.z = destZ; res.cost = costFromJumpDistance(4) + context.placeBlockCost + context.jumpPenalty; return; } } } private static double costFromJumpDistance(int dist) { switch (dist) { case 2: return WALK_ONE_BLOCK_COST * 2; // IDK LOL case 3: return WALK_ONE_BLOCK_COST * 3; case 4: return SPRINT_ONE_BLOCK_COST * 4; default: throw new IllegalStateException("LOL " + dist); } } @Override public double calculateCost(CalculationContext context) { MutableMoveResult res = new MutableMoveResult(); cost(context, src.x, src.y, src.z, direction, res); if (res.x != dest.x || res.z != dest.z) { return COST_INF; } return res.cost; } @Override public boolean safeToCancel(MovementState state) { // once this movement is instantiated, the state is default to PREPPING // but once it's ticked for the first time it changes to RUNNING // since we don't really know anything about momentum, it suffices to say Parkour can only be canceled on the 0th tick return state.getStatus() != MovementStatus.RUNNING; } @Override public MovementState updateState(MovementState state) { super.updateState(state); if (state.getStatus() != MovementStatus.RUNNING) { return state; } if (ctx.player().isHandActive()) { logDebug("Pausing parkour since hand is active"); return state; } if (dist >= 4) { state.setInput(Input.SPRINT, true); } MovementHelper.moveTowards(ctx, state, dest); if (ctx.playerFeet().equals(dest)) { Block d = BlockStateInterface.getBlock(ctx, dest); if (d == Blocks.VINE || d == Blocks.LADDER) { // it physically hurt me to add support for parkour jumping onto a vine // but i did it anyway return state.setStatus(MovementStatus.SUCCESS); } if (ctx.player().posY - ctx.playerFeet().getY() < 0.094) { // lilypads state.setStatus(MovementStatus.SUCCESS); } } else if (!ctx.playerFeet().equals(src)) { if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - ctx.playerFeet().getY() > 0.0001) { if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround) { BlockPos positionToPlace = dest.down(); for (int i = 4; i >= 0; i--) { // go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory BlockPos against1 = positionToPlace.offset(HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i]); if (against1.up().equals(src.offset(direction, 3))) { // we can't turn around that fast continue; } if (MovementHelper.canPlaceAgainst(ctx, against1)) { if (!MovementHelper.throwaway(ctx, true)) {//get ready to place a throwaway block return state.setStatus(MovementStatus.UNREACHABLE); } double faceX = (dest.getX() + against1.getX() + 1.0D) * 0.5D; double faceY = (dest.getY() + against1.getY()) * 0.5D; double faceZ = (dest.getZ() + against1.getZ() + 1.0D) * 0.5D; Rotation place = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations()); RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance()); if (res != null && res.typeOfHit == RayTraceResult.Type.BLOCK && res.getBlockPos().equals(against1) && res.getBlockPos().offset(res.sideHit).equals(dest.down())) { state.setTarget(new MovementState.MovementTarget(place, true)); break; } } } ctx.getSelectedBlock().ifPresent(selectedBlock -> { EnumFacing side = ctx.objectMouseOver().sideHit; if (MovementHelper.canPlaceAgainst(ctx, selectedBlock) && selectedBlock.offset(side).equals(dest.down())) { state.setInput(Input.CLICK_RIGHT, true); } }); } if (dist == 3) { // this is a 2 block gap, dest = src + direction * 3 double xDiff = (src.x + 0.5) - ctx.player().posX; double zDiff = (src.z + 0.5) - ctx.player().posZ; double distFromStart = Math.max(Math.abs(xDiff), Math.abs(zDiff)); if (distFromStart < 0.7) { return state; } } state.setInput(Input.JUMP, true); } else if (!ctx.playerFeet().equals(dest.offset(direction, -1))) { state.setInput(Input.SPRINT, false); if (ctx.playerFeet().equals(src.offset(direction, -1))) { MovementHelper.moveTowards(ctx, state, src); } else { MovementHelper.moveTowards(ctx, state, src.offset(direction, -1)); } } } return state; } }